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Build a deck that includes the cards shown below at the listed quantities (or more).
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Shuffler
terrain  Provinces  shuffle
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Deck Change History
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By Christian
4 weeks ago  (3 weeks ago)
    5 thumb_up    11 mode_comment    58 call_split    0 schedule    0 video_library
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Deck Strategy
So this is a list based on the basic idea in Unitron ( https://www.bushibuilder.com/l5r/deck/?deck=90b3fed8-2715-11ea-9f11-020c407d2d9d&public=y ). The idea follows this simple 4 step process:
1. Buy 3 cost character with at least 4 extra fate.
2. Put ALL the attachments on said character.
3. ????
4. PROFIT!!!

Tyler was right all along! Unicorn was just a puzzle we needed to solve :P


I've been playing Unicorn towers on and off for quite some time, mainly running Crane or Crab splash, but it wasn't until hit the card pool that this style really took off. I piloted an earlier version during the First Chance Qualifier and earned my first Worlds 2020 invite off the back of the Unicorn Voltron with a 4-1 record. Also props to the NYC crew that have been exposed to the super towers for quite some time before Worlds as well.

Now, back to our main story. Christmas 2019 something magical happened, this tower deck got a huge buff! Karada got banned (finally!), Phoenix/Crane/Scorpion got the nerfbat and Chargatai disappeared. The Unicorn Voltron's time to shine is now! :D Play it now before Tyler comes to his senses and limits the number of attachments each character can have!


My original name for the deck was "Unitron", a simple contraction of Unicorn and Voltron, but Daniel Kaye suggested the alternative "Unicron" which fulfills the same purpose and has the added benefit of being an anagram of Unicorn (and a giant planet-eating bringer of chaos =^_^=) This deck in this more tuned form has been tested and developed jointly with mainly Aneil (Mind's Desire) and Chris (Fro Ttop/SirLargeness), but also with several other unicorn players.


So lets take a look at what exactly is in this deck, because it is quite a different beast than the classical Unicorn HMT aggro deck that we all know and love.

Stronghold

But isn't bad? Well, yes, GPO is still an objectively bad stronghold! It just so happens that in the context of this deck it turns out to be the best of the bunch. An extra move in each turn is quite useful! And unlike you don't start in a hole that you have to work your way out of! Also the memes...

Provinces

The lineup is pretty standard, we don't have high glory to take advantage of so takes its place. Keeper of Fire lets us take that lets us keep our tower around even longer! becomes the stronghold province for more military. Both and are just very good.

Dynasty

The main tower characters are the 3-costers. is amazing in the Scorpion matchup, is always good, gives you an extra unbow but no dupes, and helps against . We play as many of the busted 2-costers as we can fit, add a bunch of utility ones for attachment hate and keepers.

Conflict

This is where the magic comes in, we splash Lion for , , and . Then we cram as many non-Restricted (keyword) attachments in as we can find ... spoilers Unicorn has like a lot of them. for protection, is the RL choice and draws us all the cards, and gives more movement for and so on.


Put all the attachments on your tower and wreck shit! (also have fun while doing it)
call_split Inspiration For
Unicron - Copy of Test by Wugs  (14 hours ago)
comment Comments
I was going to try to do something similar but trying to abuse the covert keyword. Thanks for the decklist/writeup.
I aslo, completely missed the interaction of Ariq and Display ! Auto-include form now on. Thanks!
Yeah, Ariq is generally quite bad because your opponent gets to choose the character (and it requires you to be less honorable). One of the reasons he kinda works in this deck is because when your tower is online you rarely care who blocks as long as someone does to prevent DoP.
What is your first turn strategy, especially if you're going 2nd, where if you drop 4F on a 3-coster, you won't have any fate left to help take a province.
It depends a bit on the matchup. What I usually do is either buy a 2-drop like Border Rider/Shinjo Gunso or I buy a tower character with 4 fate. But don't be afraid to lose 1-2 provinces T1, and go into T2 with the start of a tower character or enough fate to start that build. Also don't be afraid to use Windswept Yurts for fate in this deck (unless against Scorpion, then only in emergencies).
Is Dispatch a card that can see play in this or being limited and 1 fate just too much. Sometimes I want a send home so I can Barcha back in.
I doubt Dispatch is worth it, if it was not Limited and cost 0 then maybe.
How about Nergui seems he would make a wonderful tower
You can slot in Nergui instead of Ariq if you want. Her ability is usually less impactful in this deck though.
So Remei can move a Cloud the Mind off of one of your guys and put it on one of theirs, correct?
Rimei can only move attachments controlled by your opponent, and only from the character it is on to another character controlled by the same player. So you can't move attachments across the board.
Dont take it personal but I hope this type of deck goes out of style quickly, it creates a really really boring gameplay
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Role
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Keeper of Air
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Air
You may replace 1 province of any element with an additional province while deck building.
After an province you control is revealed - gain 1 fate.
Keeper of Earth
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Earth
You may replace 1 province of any element with an additional province while deck building.
After an province you control is revealed - gain 1 fate.
Keeper of Fire
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Fire
You may replace 1 province of any element with an additional province while deck building.
After an province you control is revealed - gain 1 fate.
Keeper of Void
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Void
You may replace 1 province of any element with an additional province while deck building.
After an province you control is revealed - gain 1 fate.
Keeper of Water
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Water
You may replace 1 province of any element with an additional province while deck building.
After an province you control is revealed - gain 1 fate.
Support of the Crab
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Support of the Crane
Increase your deckbuilding influence value by 8.
You may only spend Influence on clan cards.
Support of the Dragon
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Support of the Lion
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Support of the Phoenix
Increase your deckbuilding influence value by 8.
You may only spend influence on cards.
Support of the Scorpion
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Support of the Unicorn
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Stronghold
Stronghold
S
Provinces
Quantity
 Title
Strength
Traits
Set
Eligible Provinces
Deck Stats ×
Dynasty Fate Distribution
Conflict Fate Distribution
Trait Distribution
Dynasty Card Type by Uniqueness
Conflict Card Type by Uniqueness
Dynasty Initial Draw Probability & Mulligan by Card
Deck must have at least 40 cards to calculate.
Dynasty Initial Draw Probability & Mulligan by Trait
Deck must have at least 40 cards to calculate.
Conflict Initial Draw Probability & Mulligan by Card
Deck must have at least 40 cards to calculate.
Conflict Initial Draw Probability + Bid by Card
Deck must have at least 40 cards to calculate.
Conflict Initial Draw Probability & Mulligan by Trait
Deck must have at least 40 cards to calculate.
Conflict Initial Draw + Bid Probability by Trait
Deck must have at least 40 cards to calculate.
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Legend of the Five Rings
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Date:
Event:
Clan: 
Stronghold: 
Role: 
Influence Clan: 
 
Total Cards in Dynasty Deck: 
Card Name / Set
Qty
 
Total Cards in Conflict Deck: 
I
C
Card Name / Set
Qty
Province / Ring Type
Verify these before submitting deck list:
☐  40-45 cards in each deck
☐  1 Stronghold & 5 Provinces
☐  One of clan's chosen roles
☐  Maximum influence not exceeded (1 other clan only)
☐ Confirmed correct province ring types
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